I was just curious if anyone was working on anything or planning any contributions.

This is my own status:

I'm currently doing some refactoring of the scene graph code. Instead of having three buffers of matrices for every Node in the scene graph, each will have a single Vec3f for position, rotation (axis/angle), and scale. In some cases, decomposing the transform matrix at every frame, updating values, and recomposing was causing floating point drift over time, especially for matrices with a non-uniform scale.

In the new version, the scene update thread creates an array of "render commands" attached to each camera. These are consumed by the renderer. The render thread no longer has to do culling, and I'm already seeing better framerates. With the Renderer only consuming RenderCommands instead of using scene graph items directly helps ensure better thread safety. Best of all, I think this will cause a net decrease in code complexity.

Fortunately, all of this will cause only minor changes for anyone that calls scene graph functions.

It seems like everyone that uses D is using different build tools, such as:

* DSS/Rebuild
* Bud
* Jake
* xfBuild
* VisualD
* and (shame on me), I even have my own build tool to make the choice more complicated

I used my own modified version of CDC because it's only a 30KB D source file, it's easy to bundle with the project, can run as a script, and doesn't need an external tool. I think this is the simplest solution that was most likely to please everyone. e.g.

Code:

dmd -run buildyage.d

A month ago, a Jonathan Mercier sent me a makefile he created for Yage. Sadly, I don't know the first thing about makefiles, but you can get it here in case you find it useful.